mirror of https://github.com/axmolengine/axmol.git
Finished light reconstruction
This commit is contained in:
parent
8c77130ae0
commit
3c67515378
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@ -208,7 +208,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
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<ClCompile Include="..\3d\CCBillBoard.cpp" />
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<ClCompile Include="..\3d\CCBundle3D.cpp" />
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<ClCompile Include="..\3d\CCBundleReader.cpp" />
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<ClCompile Include="..\3d\CCLight.cpp" />
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<ClCompile Include="..\3d\CCLight3D.cpp" />
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<ClCompile Include="..\3d\CCMesh.cpp" />
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<ClCompile Include="..\3d\CCMeshSkin.cpp" />
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<ClCompile Include="..\3d\CCMeshVertexIndexData.cpp" />
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@ -546,7 +546,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
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<ClInclude Include="..\3d\CCBundle3D.h" />
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<ClInclude Include="..\3d\CCBundle3DData.h" />
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<ClInclude Include="..\3d\CCBundleReader.h" />
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<ClInclude Include="..\3d\CCLight.h" />
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<ClInclude Include="..\3d\CCLight3D.h" />
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<ClInclude Include="..\3d\CCMesh.h" />
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<ClInclude Include="..\3d\CCMeshSkin.h" />
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<ClInclude Include="..\3d\CCMeshVertexIndexData.h" />
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@ -1039,9 +1039,6 @@
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<ClCompile Include="..\3d\CCMeshVertexIndexData.cpp">
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<Filter>3d</Filter>
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</ClCompile>
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<ClCompile Include="..\3d\CCLight.cpp">
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<Filter>3d</Filter>
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</ClCompile>
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<ClCompile Include="..\editor-support\cocosbuilder\CCBAnimationManager.cpp">
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<Filter>cocosbuilder\Source Files</Filter>
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</ClCompile>
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@ -1171,6 +1168,9 @@
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<ClCompile Include="..\ui\UIEditBox\UIEditBoxImpl-win32.cpp">
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<Filter>ui\UIWidgets\EditBox</Filter>
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</ClCompile>
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<ClCompile Include="..\3d\CCLight3D.cpp">
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<Filter>3d</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\physics\CCPhysicsBody.h">
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@ -2149,9 +2149,6 @@
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<ClInclude Include="..\3d\CCMeshVertexIndexData.h">
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<Filter>3d</Filter>
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</ClInclude>
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<ClInclude Include="..\3d\CCLight.h">
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<Filter>3d</Filter>
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</ClInclude>
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<ClInclude Include="..\editor-support\cocosbuilder\CCBAnimationManager.h">
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<Filter>cocosbuilder\Header Files</Filter>
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</ClInclude>
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@ -2302,6 +2299,9 @@
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<ClInclude Include="..\ui\UIEditBox\UIEditBoxImpl-win32.h">
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<Filter>ui\UIWidgets\EditBox</Filter>
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</ClInclude>
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<ClInclude Include="..\3d\CCLight3D.h">
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<Filter>3d</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\math\Mat4.inl">
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@ -159,173 +159,34 @@ void SpotLight3D::setOuterAngle(float angle)
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_cosInnerAngle = cosf(angle);
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}
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SpotLight3D::SpotLight3D()
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{
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}
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SpotLight3D::~SpotLight3D()
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{
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}
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/////////////////////////////////////////////////////////////
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Light3D::Light3D()
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: _isEnabled(true)
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, _range(0.0)
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, _innerAngle(0.0)
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, _outerAngle(0.0)
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AmbientLight3D* AmbientLight3D::create( const Color3B &color )
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{
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}
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Light3D::~Light3D()
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{
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}
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Light3D* Light3D::createDirectionalLight( const Vec3 &direction, const Color3B &color )
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{
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Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::DIRECTIONAL;
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light->calculateRotation(direction);
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auto light = new (std::nothrow) AmbientLight3D();
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light->setColor(color);
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light->autorelease();
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return light;
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}
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Light3D* Light3D::createPointLight( const Vec3 &position, const Color3B &color, float range )
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AmbientLight3D::AmbientLight3D()
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{
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Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::POINT;
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light->setPosition3D(position);
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light->setColor(color);
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light->_range = range;
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light->autorelease();
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return light;
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}
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Light3D* Light3D::createSpotLight( const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range )
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AmbientLight3D::~AmbientLight3D()
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{
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Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::SPOT;
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light->calculateRotation(direction);
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light->setPosition3D(position);
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light->setColor(color);
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light->_innerAngle = innerAngle;
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light->_outerAngle = outerAngle;
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light->_range = range;
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light->autorelease();
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return light;
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}
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void Light3D::setLightType( LightType lightType )
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{
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_lightType = lightType;
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}
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Light3D::LightType Light3D::getLightType()
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{
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return _lightType;
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}
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void Light3D::setRange( float range )
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{
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_range = range;
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}
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float Light3D::getRange()
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{
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return _range;
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}
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void Light3D::setInnerAngle( float angle )
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{
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_innerAngle = angle;
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}
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float Light3D::getInnerAngle()
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{
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return _innerAngle;
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}
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void Light3D::setOuterAngle( float angle )
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{
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_outerAngle = angle;
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}
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float Light3D::getOuterAngle()
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{
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return _outerAngle;
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}
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void Light3D::onEnter()
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{
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// auto scene = getScene();
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// if (scene)
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// {
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// auto &lights = scene->_lights;
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// auto iter = std::find(lights.begin(), lights.end(), this);
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// if (iter == lights.end())
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// lights.push_back(this);
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// }
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// Node::onEnter();
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}
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void Light3D::onExit()
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{
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// auto scene = getScene();
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// if (scene)
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// {
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// auto &lights = scene->_lights;
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// auto iter = std::find(lights.begin(), lights.end(), this);
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// if (iter != lights.end())
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// lights.erase(iter);
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// }
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// Node::onExit();
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}
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void Light3D::setEnabled( bool enabled )
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{
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_isEnabled = enabled;
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}
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bool Light3D::getEnabled()
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{
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return _isEnabled;
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}
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void Light3D::calculateRotation( const Vec3 &direction )
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{
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float projLen = sqrt(direction.x * direction.x + direction.z * direction.z);
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float rotY = CC_RADIANS_TO_DEGREES(atan2f(-direction.x, -direction.z));
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float rotX = -CC_RADIANS_TO_DEGREES(atan2f(-direction.y, projLen));
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setRotation3D(Vec3(rotX, rotY, 0.0f));
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}
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void Light3D::setDirection( const Vec3 &dir )
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{
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calculateRotation(dir);
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}
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Vec3 Light3D::getDirection() const
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{
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Mat4 mat = getNodeToParentTransform();
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// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
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// mat.inverse();
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// mat.transpose();
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//
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// Vec3 dir;
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// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
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//
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// return dir;
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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Vec3 Light3D::getWorldDirection() const
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{
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Mat4 mat = getNodeToWorldTransform();
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// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
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// mat.inverse();
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// mat.transpose();
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//
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// Vec3 dir;
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// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
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//
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// return dir;
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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NS_CC_END
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@ -263,131 +263,8 @@ public:
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static AmbientLight3D* create(const Color3B &color);
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CC_CONSTRUCTOR_ACCESS:
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AmbientLight3D() {}
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virtual ~AmbientLight3D() {}
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};
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class CC_3D_DLL Light3D : public Node
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{
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public:
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enum class LightType
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{
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DIRECTIONAL = 0,
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POINT = 1,
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SPOT = 2
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};
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/**
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* Create light according to type.
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*/
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static Light3D* createDirectionalLight(const Vec3 &direction, const Color3B &color);
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static Light3D* createPointLight(const Vec3 &position, const Color3B &color, float range);
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static Light3D* createSpotLight(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range);
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//override
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virtual void onEnter() override;
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virtual void onExit() override;
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/**
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* Gets light type.
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*/
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LightType getLightType();
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/**
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* Sets Light Enabled.
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*/
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void setEnabled(bool enabled);
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/**
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* Gets Light Enabled.
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*/
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bool getEnabled();
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/**
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* Sets the range of point or spot light.
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*
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* @param range The range of point or spot light.
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*/
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void setRange(float range);
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/**
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* Returns the range of point or spot light.
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*
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* @return The range of the point or spot light.
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*/
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float getRange();
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/**
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* Sets the Direction of Directional light or Spot light.
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*
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* @param dir The Direction of the Directional light or Spot light.
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*/
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void setDirection(const Vec3 &dir);
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/**
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* Returns the Direction of Directional light or Spot light.
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*
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* @return dir Direction of the Directional light or Spot light.
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*/
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Vec3 getDirection() const;
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/**
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* Returns the World coordinate Direction of Directional light or Spot light.
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*
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* @return dir the World coordinate Direction of the Directional light or Spot light.
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*/
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Vec3 getWorldDirection() const;
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/**
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* Sets the inner angle of a spot light (in radians).
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*
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* @param angle The angle of spot light (in radians).
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*/
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void setInnerAngle(float angle);
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/**
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* Returns the inner angle the spot light (in radians).
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*
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* @return The inner angle of the spot light (in radians).
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*/
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float getInnerAngle();
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/**
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* Sets the outer angle of a spot light (in radians).
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*
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* @param outerAngle The angle of spot light (in radians).
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*/
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void setOuterAngle(float angle);
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/**
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* Returns the outer angle of the spot light (in radians).
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*
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* @return The outer angle of the spot light (in radians).
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*/
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float getOuterAngle();
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CC_CONSTRUCTOR_ACCESS:
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Light3D();
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virtual ~Light3D();
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protected:
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/**
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* Sets light type.
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*/
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void setLightType(LightType lightType);
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void calculateRotation(const Vec3 &direction);
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protected:
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LightType _lightType;
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bool _isEnabled;
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float _range;
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float _innerAngle;
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float _outerAngle;
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AmbientLight3D();
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virtual ~AmbientLight3D();
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};
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NS_CC_END
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@ -47,6 +47,7 @@ THE SOFTWARE.
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
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#define CC_MAX_POINT_LIGHT_NUM 1
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#define CC_MAX_SPOT_LIGHT_NUM 1
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#define CC_MAX_AMBIENT_LIGHT_NUM 1
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NS_CC_BEGIN
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@ -83,9 +84,6 @@ const char* GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE = "Shader3DSkinPosi
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// uniform names
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const char* GLProgram::UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM = "CC_EnabledDirLightNum";
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const char* GLProgram::UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM = "CC_EnabledPointLightNum";
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const char* GLProgram::UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM= "CC_EnabledSpotLightNum";
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const char* GLProgram::UNIFORM_NAME_AMBIENT_COLOR = "CC_AmbientColor";
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const char* GLProgram::UNIFORM_NAME_P_MATRIX = "CC_PMatrix";
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const char* GLProgram::UNIFORM_NAME_MV_MATRIX = "CC_MVMatrix";
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@ -434,22 +432,25 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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}
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GLchar def[128];
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GLchar def[256];
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sprintf(def
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, "#define CC_MAX_DIRECTIONAL_LIGHT_NUM %d \n"
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"#define CC_MAX_POINT_LIGHT_NUM %d \n"
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"#define CC_MAX_SPOT_LIGHT_NUM %d \n"
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, CC_MAX_DIRECTIONAL_LIGHT_NUM, CC_MAX_POINT_LIGHT_NUM, CC_MAX_SPOT_LIGHT_NUM);
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"#define CC_MAX_AMBIENT_LIGHT_NUM %d \n"
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, CC_MAX_DIRECTIONAL_LIGHT_NUM, CC_MAX_POINT_LIGHT_NUM, CC_MAX_SPOT_LIGHT_NUM, CC_MAX_AMBIENT_LIGHT_NUM);
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GLchar lightStruct[] = {
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"#if CC_MAX_DIRECTIONAL_LIGHT_NUM \n"
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"uniform vec3 CC_DirLightSourceColor[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"uniform vec3 CC_DirLightSourceDirection[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"uniform float CC_DirLightSourceIntensity[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_POINT_LIGHT_NUM \n"
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"uniform vec3 CC_PointLightSourceColor[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform vec3 CC_PointLightSourcePosition[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform float CC_PointLightSourceRangeInverse[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform float CC_PointLightSourceIntensity[CC_MAX_POINT_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_SPOT_LIGHT_NUM \n"
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"uniform vec3 CC_SpotLightSourceColor[CC_MAX_SPOT_LIGHT_NUM]; \n"
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@ -458,8 +459,12 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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"uniform float CC_SpotLightSourceInnerAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceOuterAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceRangeInverse[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceIntensity[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"#endif \n"
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"uniform vec4 CC_AmbientColor; \n"
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//"#if CC_MAX_AMBIENT_LIGHT_NUM \n"
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"uniform vec3 CC_AmbientLightSourceColor[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
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"uniform float CC_AmbientLightSourceIntensity[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
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//"#endif \n"
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};
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const GLchar *sources[] = {
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@ -531,9 +536,6 @@ void GLProgram::bindAttribLocation(const std::string &attributeName, GLuint inde
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void GLProgram::updateUniforms()
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{
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//_builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM);
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//_builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM);
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//_builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM);
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_builtInUniforms[UNIFORM_AMBIENT_COLOR] = glGetUniformLocation(_program, UNIFORM_NAME_AMBIENT_COLOR);
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_builtInUniforms[UNIFORM_P_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_P_MATRIX);
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_builtInUniforms[UNIFORM_MV_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MV_MATRIX);
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@ -551,15 +553,10 @@ void GLProgram::updateUniforms()
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_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
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_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
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//_flags.usesLights = (
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// _builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] != -1 ||
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||||
// _builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] != -1 ||
|
||||
// _builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] != -1
|
||||
// );
|
||||
|
||||
_flags.usesLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
|
||||
(0 < CC_MAX_POINT_LIGHT_NUM) ||
|
||||
(0 < CC_MAX_SPOT_LIGHT_NUM);
|
||||
(0 < CC_MAX_POINT_LIGHT_NUM) ||
|
||||
(0 < CC_MAX_SPOT_LIGHT_NUM) ||
|
||||
(0 < CC_MAX_AMBIENT_LIGHT_NUM);
|
||||
_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
|
||||
_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
|
||||
_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
|
||||
|
@ -969,79 +966,100 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
|
|||
if(_flags.usesRandom)
|
||||
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
|
||||
|
||||
// if (_flags.usesLights)
|
||||
// {
|
||||
// Director *director = Director::getInstance();
|
||||
// auto scene = director->getRunningScene();
|
||||
// if (scene)
|
||||
// {
|
||||
// auto &lights = scene->getLights();
|
||||
//
|
||||
// char str[64];
|
||||
// GLint enabledDirLightNum = 0;
|
||||
// GLint enabledPointLightNum = 0;
|
||||
// GLint enabledSpotLightNum = 0;
|
||||
// for (unsigned int i = 0; i < lights.size(); ++i)
|
||||
// {
|
||||
// Light3D *light = lights[i];
|
||||
// Color3B col = light->getDisplayedColor();
|
||||
// if (!light->getEnabled())
|
||||
// {
|
||||
// col = Color3B::BLACK;
|
||||
// }
|
||||
// if (light->getLightType() == Light3D::LightType::DIRECTIONAL)
|
||||
// {
|
||||
// CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
|
||||
// Vec3 dir = light->getWorldDirection();
|
||||
// dir.normalize();
|
||||
// sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
// sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
|
||||
// ++enabledDirLightNum;
|
||||
// }
|
||||
// else if (light->getLightType() == Light3D::LightType::POINT)
|
||||
// {
|
||||
// CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
|
||||
// Mat4 mat= light->getNodeToWorldTransform();
|
||||
// sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
// sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
|
||||
// sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
|
||||
// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
|
||||
// ++enabledPointLightNum;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
|
||||
// Vec3 dir = light->getWorldDirection();
|
||||
// dir.normalize();
|
||||
// Mat4 mat= light->getNodeToWorldTransform();
|
||||
// sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
// sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
|
||||
// sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
|
||||
// sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()));
|
||||
// sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getOuterAngle()));
|
||||
// sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
|
||||
// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
|
||||
// ++enabledSpotLightNum;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
|
||||
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
|
||||
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
|
||||
// const auto& ambientColor = scene->getAmbientColor();
|
||||
// setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_AMBIENT_COLOR], ambientColor.r, ambientColor.g, ambientColor.b, ambientColor.a);
|
||||
// }
|
||||
// }
|
||||
if (_flags.usesLights)
|
||||
{
|
||||
Director *director = Director::getInstance();
|
||||
auto scene = director->getRunningScene();
|
||||
if (scene)
|
||||
{
|
||||
auto &lights = scene->getLights();
|
||||
char str[64];
|
||||
GLint enabledDirLightNum = 0;
|
||||
GLint enabledPointLightNum = 0;
|
||||
GLint enabledSpotLightNum = 0;
|
||||
GLint enabledAmbientLightNum = 0;
|
||||
for (unsigned int i = 0; i < lights.size(); ++i)
|
||||
{
|
||||
BaseLight3D *light = lights[i];
|
||||
float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
|
||||
switch (light->getLightType())
|
||||
{
|
||||
case LightType::DIRECTIONAL:
|
||||
{
|
||||
CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
|
||||
DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
|
||||
Vec3 dir = dirLight->getDirectionInWorld();
|
||||
dir.normalize();
|
||||
const Color3B &col = dirLight->getDisplayedColor();
|
||||
sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
|
||||
sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
|
||||
++enabledDirLightNum;
|
||||
}
|
||||
break;
|
||||
case LightType::POINT:
|
||||
{
|
||||
CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
|
||||
PointLight3D *pointLight = static_cast<PointLight3D *>(light);
|
||||
Mat4 mat= pointLight->getNodeToWorldTransform();
|
||||
const Color3B &col = pointLight->getDisplayedColor();
|
||||
sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
|
||||
sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / pointLight->getRange());
|
||||
sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
|
||||
++enabledPointLightNum;
|
||||
}
|
||||
break;
|
||||
case LightType::SPOT:
|
||||
{
|
||||
CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
|
||||
SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
|
||||
Vec3 dir = spotLight->getDirectionInWorld();
|
||||
dir.normalize();
|
||||
Mat4 mat= light->getNodeToWorldTransform();
|
||||
const Color3B &col = spotLight->getDisplayedColor();
|
||||
sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
|
||||
sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
|
||||
sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosInnerAngle());
|
||||
sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosOuterAngle());
|
||||
sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / spotLight->getRange());
|
||||
sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
|
||||
++enabledSpotLightNum;
|
||||
}
|
||||
break;
|
||||
case LightType::AMBIENT:
|
||||
{
|
||||
CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
|
||||
AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
|
||||
const Color3B &col = ambLight->getDisplayedColor();
|
||||
sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
|
||||
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
|
||||
sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
|
||||
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
|
||||
++enabledAmbientLightNum;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLProgram::reset()
|
||||
|
|
|
@ -103,9 +103,6 @@ public:
|
|||
|
||||
enum
|
||||
{
|
||||
//UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM,
|
||||
//UNIFORM_ENABLED_POINT_LIGHT_NUM,
|
||||
//UNIFORM_ENABLED_SPOT_LIGHT_NUM,
|
||||
UNIFORM_AMBIENT_COLOR,
|
||||
UNIFORM_P_MATRIX,
|
||||
UNIFORM_MV_MATRIX,
|
||||
|
@ -150,9 +147,6 @@ public:
|
|||
static const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
|
||||
|
||||
// uniform names
|
||||
static const char* UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM;
|
||||
static const char* UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM;
|
||||
static const char* UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM;
|
||||
static const char* UNIFORM_NAME_AMBIENT_COLOR;
|
||||
static const char* UNIFORM_NAME_P_MATRIX;
|
||||
static const char* UNIFORM_NAME_MV_MATRIX;
|
||||
|
|
|
@ -45,14 +45,14 @@ void main(void)
|
|||
vec3 normal = normalize(v_normal);
|
||||
\n#endif\n
|
||||
|
||||
vec4 combinedColor = CC_AmbientColor;
|
||||
vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Directional light contribution
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
|
@ -62,7 +62,7 @@ void main(void)
|
|||
{
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
|
@ -82,14 +82,21 @@ void main(void)
|
|||
|
||||
// Apply spot attenuation
|
||||
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
{
|
||||
combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
gl_FragColor = u_color * combinedColor;
|
||||
\n#else\n
|
||||
gl_FragColor = u_color;
|
||||
gl_FragColor = u_color;
|
||||
\n#endif\n
|
||||
|
||||
}
|
||||
|
|
|
@ -45,14 +45,14 @@ void main(void)
|
|||
vec3 normal = normalize(v_normal);
|
||||
\n#endif\n
|
||||
|
||||
vec4 combinedColor = CC_AmbientColor;
|
||||
vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Directional light contribution
|
||||
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
||||
{
|
||||
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
|
@ -62,7 +62,7 @@ void main(void)
|
|||
{
|
||||
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
|
||||
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
|
@ -82,12 +82,18 @@ void main(void)
|
|||
|
||||
// Apply spot attenuation
|
||||
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
|
||||
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
|
||||
for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
|
||||
{
|
||||
combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
|
||||
}
|
||||
\n#endif\n
|
||||
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
|
||||
\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
|
||||
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor;
|
||||
\n#else\n
|
||||
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
|
||||
|
|
|
@ -53,23 +53,28 @@ LightTest::LightTest()
|
|||
addChild(camera);
|
||||
|
||||
TTFConfig ttfConfig("fonts/arial.ttf", 15);
|
||||
_directionalLightLabel = Label::createWithTTF(ttfConfig,"Directional Light ON");
|
||||
_ambientLightLabel = Label::createWithTTF(ttfConfig,"Ambient Light ON");
|
||||
_ambientLightLabel->retain();
|
||||
auto menuItem0 = MenuItemLabel::create(_ambientLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::AMBIENT));
|
||||
_directionalLightLabel = Label::createWithTTF(ttfConfig,"Directional Light OFF");
|
||||
_directionalLightLabel->retain();
|
||||
auto menuItem1 = MenuItemLabel::create(_directionalLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::DIRECTIONAL));
|
||||
auto menuItem1 = MenuItemLabel::create(_directionalLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::DIRECTIONAL));
|
||||
_pointLightLabel = Label::createWithTTF(ttfConfig,"Point Light OFF");
|
||||
_pointLightLabel->retain();
|
||||
auto menuItem2 = MenuItemLabel::create(_pointLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::POINT));
|
||||
auto menuItem2 = MenuItemLabel::create(_pointLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::POINT));
|
||||
_spotLightLabel = Label::createWithTTF(ttfConfig,"Spot Light OFF");
|
||||
_spotLightLabel->retain();
|
||||
auto menuItem3 = MenuItemLabel::create(_spotLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::SPOT));
|
||||
auto menu = Menu::create(menuItem1,menuItem2,menuItem3,NULL);
|
||||
auto menuItem3 = MenuItemLabel::create(_spotLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::SPOT));
|
||||
auto menu = Menu::create(menuItem0, menuItem1,menuItem2,menuItem3,NULL);
|
||||
menu->setPosition(Vec2::ZERO);
|
||||
menuItem0->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
|
||||
menuItem0->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-50) );
|
||||
menuItem1->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
|
||||
menuItem1->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-50) );
|
||||
menuItem1->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-100) );
|
||||
menuItem2->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
|
||||
menuItem2->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -100));
|
||||
menuItem2->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -150));
|
||||
menuItem3->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
|
||||
menuItem3->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -150));
|
||||
menuItem3->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -200));
|
||||
addChild(menu);
|
||||
}
|
||||
|
||||
|
@ -85,14 +90,17 @@ LightTest::~LightTest()
|
|||
if (_directionalLightLabel)
|
||||
_directionalLightLabel->release();
|
||||
|
||||
if (_directionalLight)
|
||||
_directionalLight->release();
|
||||
if (_spotLight)
|
||||
_spotLight->release();
|
||||
|
||||
if (_pointLight)
|
||||
_pointLight->release();
|
||||
|
||||
if (_spotLight)
|
||||
_spotLight->release();
|
||||
if (_directionalLight)
|
||||
_directionalLight->release();
|
||||
|
||||
if (_ambientLight)
|
||||
_ambientLight->release();
|
||||
}
|
||||
|
||||
std::string LightTest::title() const
|
||||
|
@ -202,23 +210,39 @@ void LightTest::addSprite()
|
|||
void LightTest::addLights()
|
||||
{
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
_directionalLight = Light3D::createDirectionalLight(Vec3(-1.0f, -1.0f, 0.0f), Color3B(200, 200, 200));
|
||||
_ambientLight = AmbientLight3D::create(Color3B(200, 200, 200));
|
||||
_ambientLight->retain();
|
||||
_ambientLight->setEnabled(true);
|
||||
addChild(_ambientLight);
|
||||
_ambientLight->setCameraMask(2);
|
||||
|
||||
_directionalLight = DirectionLight3D::create(Vec3(-1.0f, -1.0f, 0.0f), Color3B(200, 200, 200));
|
||||
_directionalLight->retain();
|
||||
_directionalLight->setEnabled(false);
|
||||
addChild(_directionalLight);
|
||||
_directionalLight->setCameraMask(2);
|
||||
|
||||
_pointLight = Light3D::createPointLight(Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 10000.0f);
|
||||
_pointLight = PointLight3D::create(Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 10000.0f);
|
||||
_pointLight->retain();
|
||||
_pointLight->setEnabled(false);
|
||||
addChild(_pointLight);
|
||||
_pointLight->setCameraMask(2);
|
||||
|
||||
_spotLight = Light3D::createSpotLight(Vec3(-1.0f, -1.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 0.0, 0.5, 10000.0f);
|
||||
_spotLight = SpotLight3D::create(Vec3(-1.0f, -1.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 0.0, 0.3, 10000.0f);
|
||||
_spotLight->retain();
|
||||
_spotLight->setEnabled(false);
|
||||
addChild(_spotLight);
|
||||
_spotLight->setCameraMask(2);
|
||||
|
||||
{
|
||||
auto tintto1 = TintTo::create(4, 0, 0, 255);
|
||||
auto tintto2 = TintTo::create(4, 0, 255, 0);
|
||||
auto tintto3 = TintTo::create(4, 255, 0, 0);
|
||||
auto tintto4 = TintTo::create(4, 255, 255, 255);
|
||||
auto seq = Sequence::create(tintto1,tintto2, tintto3, tintto4, NULL);
|
||||
_ambientLight->runAction(RepeatForever::create(seq));
|
||||
}
|
||||
|
||||
{
|
||||
auto tintto1 = TintTo::create(4, 255, 0, 0);
|
||||
auto tintto2 = TintTo::create(4, 0, 255, 0);
|
||||
|
@ -250,8 +274,11 @@ void LightTest::addLights()
|
|||
void LightTest::update( float delta )
|
||||
{
|
||||
static float angleDelta = 0.0;
|
||||
|
||||
if (_directionalLight)
|
||||
{
|
||||
_directionalLight->setRotation3D(Vec3(-45.0, -CC_RADIANS_TO_DEGREES(angleDelta), 0.0f));
|
||||
}
|
||||
|
||||
if (_pointLight)
|
||||
{
|
||||
|
@ -273,34 +300,44 @@ void LightTest::update( float delta )
|
|||
BaseTest::update(delta);
|
||||
}
|
||||
|
||||
void LightTest::SwitchLight( Ref* sender,Light3D::LightType lightType )
|
||||
void LightTest::SwitchLight( Ref* sender, LightType lightType )
|
||||
{
|
||||
switch (lightType)
|
||||
{
|
||||
case Light3D::LightType::DIRECTIONAL:
|
||||
case LightType::AMBIENT:
|
||||
{
|
||||
char str[32];
|
||||
bool isON = !_directionalLight->getEnabled();
|
||||
bool isON = !_ambientLight->isEnabled();
|
||||
sprintf(str, "Ambient Light %s", isON == true? "ON":"OFF");
|
||||
_ambientLight->setEnabled(isON);
|
||||
_ambientLightLabel->setString(str);
|
||||
}
|
||||
break;
|
||||
|
||||
case LightType::DIRECTIONAL:
|
||||
{
|
||||
char str[32];
|
||||
bool isON = !_directionalLight->isEnabled();
|
||||
sprintf(str, "Directional Light %s", isON == true? "ON":"OFF");
|
||||
_directionalLight->setEnabled(isON);
|
||||
_directionalLightLabel->setString(str);
|
||||
}
|
||||
break;
|
||||
|
||||
case Light3D::LightType::POINT:
|
||||
case LightType::POINT:
|
||||
{
|
||||
char str[32];
|
||||
bool isON = !_pointLight->getEnabled();
|
||||
bool isON = !_pointLight->isEnabled();
|
||||
sprintf(str, "Point Light %s", isON == true? "ON":"OFF");
|
||||
_pointLight->setEnabled(isON);
|
||||
_pointLightLabel->setString(str);
|
||||
}
|
||||
break;
|
||||
|
||||
case Light3D::LightType::SPOT:
|
||||
case LightType::SPOT:
|
||||
{
|
||||
char str[32];
|
||||
bool isON = !_spotLight->getEnabled();
|
||||
bool isON = !_spotLight->isEnabled();
|
||||
sprintf(str, "Spot Light %s", isON == true? "ON":"OFF");
|
||||
_spotLight->setEnabled(isON);
|
||||
_spotLightLabel->setString(str);
|
||||
|
@ -322,5 +359,5 @@ void LightTestScene::runThisTest()
|
|||
|
||||
LightTestScene::LightTestScene()
|
||||
{
|
||||
setAmbientColor(Color4F(0.2f, 0.2f, 0.2f, 1.0f));
|
||||
//setAmbientColor(Color4F(0.2f, 0.2f, 0.2f, 1.0f));
|
||||
}
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
#include "../testBasic.h"
|
||||
#include "../BaseTest.h"
|
||||
#include "3d/CCLight.h"
|
||||
#include "3d/CCLight3D.h"
|
||||
|
||||
class LightTest : public BaseTest
|
||||
{
|
||||
|
@ -48,7 +48,7 @@ public:
|
|||
|
||||
virtual void update(float delta);
|
||||
|
||||
void SwitchLight(Ref* sender, Light3D::LightType lightType);
|
||||
void SwitchLight(Ref* sender, LightType lightType);
|
||||
|
||||
private:
|
||||
|
||||
|
@ -57,10 +57,12 @@ private:
|
|||
|
||||
private:
|
||||
|
||||
Light3D *_directionalLight;
|
||||
Light3D *_pointLight;
|
||||
Light3D *_spotLight;
|
||||
AmbientLight3D *_ambientLight;
|
||||
DirectionLight3D *_directionalLight;
|
||||
PointLight3D *_pointLight;
|
||||
SpotLight3D *_spotLight;
|
||||
|
||||
Label *_ambientLightLabel;
|
||||
Label *_directionalLightLabel;
|
||||
Label *_pointLightLabel;
|
||||
Label *_spotLightLabel;
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
#include "3d/CCAttachNode.h"
|
||||
#include "3d/CCRay.h"
|
||||
#include "3d/CCSprite3D.h"
|
||||
#include "3d/CCLight3D.h"
|
||||
#include "renderer/CCVertexIndexBuffer.h"
|
||||
#include "DrawNode3D.h"
|
||||
|
||||
|
@ -309,6 +310,12 @@ void Sprite3DTestScene::runThisTest()
|
|||
Director::getInstance()->replaceScene(this);
|
||||
}
|
||||
|
||||
Sprite3DTestScene::Sprite3DTestScene()
|
||||
{
|
||||
AmbientLight3D *light = AmbientLight3D::create(Color3B(255, 255, 255));
|
||||
addChild(light);
|
||||
}
|
||||
|
||||
static int tuple_sort( const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple1, const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple2 )
|
||||
{
|
||||
return std::get<0>(tuple1) < std::get<0>(tuple2);
|
||||
|
|
|
@ -324,6 +324,7 @@ protected:
|
|||
class Sprite3DTestScene : public TestScene
|
||||
{
|
||||
public:
|
||||
Sprite3DTestScene();
|
||||
virtual void runThisTest();
|
||||
};
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
|
@ -168,7 +168,7 @@
|
|||
<ClCompile Include="..\Classes\FileUtilsTest\FileUtilsTest.cpp" />
|
||||
<ClCompile Include="..\Classes\InputTest\MouseTest.cpp" />
|
||||
<ClCompile Include="..\Classes\LabelTest\LabelTestNew.cpp" />
|
||||
<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp" />
|
||||
<ClCompile Include="..\Classes\LightTest\LightTest.cpp" />
|
||||
<ClCompile Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.cpp" />
|
||||
<ClCompile Include="..\Classes\NewRendererTest\NewRendererTest.cpp" />
|
||||
<ClCompile Include="..\Classes\PerformanceTest\PerformanceAllocTest.cpp" />
|
||||
|
@ -357,7 +357,7 @@
|
|||
<ClInclude Include="..\Classes\FileUtilsTest\FileUtilsTest.h" />
|
||||
<ClInclude Include="..\Classes\InputTest\MouseTest.h" />
|
||||
<ClInclude Include="..\Classes\LabelTest\LabelTestNew.h" />
|
||||
<ClInclude Include="..\Classes\LightTest\LightTestDemo.h" />
|
||||
<ClInclude Include="..\Classes\LightTest\LightTest.h" />
|
||||
<ClInclude Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.h" />
|
||||
<ClInclude Include="..\Classes\NewRendererTest\NewRendererTest.h" />
|
||||
<ClInclude Include="..\Classes\PerformanceTest\PerformanceAllocTest.h" />
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="win32">
|
||||
|
@ -861,15 +861,15 @@
|
|||
<ClCompile Include="..\Classes\Sprite3DTest\DrawNode3D.cpp">
|
||||
<Filter>Classes\Sprite3DTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp">
|
||||
<Filter>Classes\LightTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\UITest\CocoStudioGUITest\UIEditBoxTest.cpp">
|
||||
<Filter>Classes\UITest\CocostudioGUISceneTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\BillBoardTest\BillBoardTest.cpp">
|
||||
<Filter>Classes\BillBoardTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\LightTest\LightTest.cpp">
|
||||
<Filter>Classes\LightTest</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
|
@ -1598,14 +1598,14 @@
|
|||
<ClInclude Include="..\Classes\Sprite3DTest\DrawNode3D.h">
|
||||
<Filter>Classes\Sprite3DTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\LightTest\LightTestDemo.h">
|
||||
<Filter>Classes\LightTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\UITest\CocoStudioGUITest\UIEditBoxTest.h">
|
||||
<Filter>Classes\UITest\CocostudioGUISceneTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\BillBoardTest\BillBoardTest.h">
|
||||
<Filter>Classes\BillBoardTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\LightTest\LightTest.h">
|
||||
<Filter>Classes\LightTest</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue